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llnz | bbl | 04:37 |
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llnz | mithro: ping | 08:04 |
tansell | llnz, pong | 08:04 |
llnz | where are we at? | 08:05 |
tansell | with? | 08:05 |
llnz | money, accomodation | 08:05 |
tansell | with the Hack-a-Week? | 08:07 |
llnz | yeah, batcave | 08:07 |
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llnz | later all | 10:24 |
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mithro | cahirwpz: ping? | 11:54 |
cahirwpz | mithro, pong | 12:04 |
mithro | cahirwpz: so we really need to get a move on | 12:05 |
cahirwpz | mithro, I completely agree | 12:06 |
mithro | cahirwpz: so what is the current status? | 12:06 |
cahirwpz | I started restoring the handling of all protocol packets | 12:07 |
cahirwpz | IMHO this is the most important thing at the moment | 12:08 |
cahirwpz | ie. returning to the point where the client can actually work with the server | 12:09 |
cahirwpz | I found a serious bug in libtpproto2-py | 12:09 |
mithro | oh? | 12:10 |
cahirwpz | one cannot load two protocol definitions | 12:10 |
cahirwpz | seems that there're some global variables and classes that get overridden | 12:11 |
cahirwpz | however this is not really important at now because you didn't want to handle multiple protocols inside tpserver-py | 12:12 |
cahirwpz | I also found some things that were overlooked in command handling | 12:13 |
cahirwpz | some questions arose when I analysed Categories | 12:14 |
cahirwpz | which categories a user can remove ? | 12:15 |
cahirwpz | should the server remember the identity of user who added a category? | 12:15 |
cahirwpz | which categories can be viewed by a user? all of them? those owned by him? those without owner? | 12:16 |
cahirwpz | which commands are not allowed to be called before the player logs in? | 12:17 |
mithro | cahirwpz: most commands require login | 12:19 |
cahirwpz | generally I see some issues with controlling user access to most of game objects (Boards, Categories, Designs, etc.) | 12:20 |
mithro | what issues? | 12:21 |
cahirwpz | mithro, I know - but "most commands" is not really a precise description ;-) | 12:21 |
cahirwpz | assume that player called A adds a category named C_a. should user B see category C_a ? | 12:22 |
cahirwpz | is player B allowed to remove any category ? | 12:23 |
mithro | categories are player specific | 12:24 |
cahirwpz | what about global categories which were set up by a ruleset ? | 12:25 |
cahirwpz | I'm quite a user should see them, but not modify or remove them... | 12:25 |
mithro | cahirwpz: yes makes sense | 12:26 |
cahirwpz | If A and B formed alliance - should they see categories of the other player ? | 12:27 |
cahirwpz | or should I ignore alliances for now ? | 12:30 |
mithro | ignore alliances | 12:32 |
mithro | KISS | 12:32 |
cahirwpz | ok :) | 12:32 |
mithro | we can rework the permission system later | 12:32 |
mithro | (if we decide we need it | 12:32 |
cahirwpz | ok - but keep in mind that usually objects within database are tied together by foreign key - so when a record is deleted, database keeps data consistency by using cascade delete | 12:35 |
cahirwpz | we obviously don't want to allow to remove all dependencies of a game object - suppose one accidentally removes category that describes a frigate - boom... all frigates probably will be removed from a game | 12:37 |
mithro | cahirwpz: you shouldn't be able to delete a category which has designs in them | 12:39 |
cahirwpz | that's of course only hypothetical - but if we don't secure model properly, it's quite probable | 12:39 |
mithro | cahirwpz: the delete should fail - you shouldn't cascade | 12:40 |
cahirwpz | mithro, I agree - but such behaviour is driven by fact that protocol is really a thin layer over a database | 12:40 |
cahirwpz | I'll provide tests to check such corner cases - but anyway it's really worrying that such things are possible | 12:42 |
mithro | cahirwpz: databases don't normally do cascading deletes - normally the delete just fails | 12:44 |
cahirwpz | I'm going to restore the functionality of most protocol commands within 2 or 3 days, after that we should do some sanity checking and disallow malicious requests | 12:45 |
cahirwpz | mithro, I agree, probably I need to check every game object for behaviour of cascade delete operation | 12:46 |
cahirwpz | your help will probably be crucial | 12:47 |
mithro | cahirwpz: you should only need to check once that the ORM doesn't do such a stupid thing | 12:48 |
cahirwpz | mithro, that's exactly I'm going to do | 12:48 |
cahirwpz | *what I'm going to do | 12:50 |
mithro | okay | 12:51 |
cahirwpz | so I'll contact you as soon as the command handling is restored - probably Friday | 12:52 |
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null_000 | hi all | 13:49 |
null_000 | is there any official ideas/feature request page or should I just use the mailing list? | 13:50 |
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ezod | glew: how goes? | 17:22 |
glew | ezod: pretty good, spent yesterday making sure that the persistence module was working better, and today i'm getting right into writing the load function in SinglePlayerGame | 17:23 |
ezod | good | 17:24 |
ezod | why load() first? | 17:24 |
glew | I compared the sqlite module and mysql module and they seemed similar at first | 17:24 |
glew | um, well thats a good question | 17:24 |
glew | i guess i might want to do save first to output things to the 'singleplayer' table | 17:24 |
ezod | i would think save() would make sense first, since you need to know how you're save()ing in order to load() ;) | 17:24 |
ezod | but either way, getting on that today is a Good Plan | 17:25 |
glew | well, i had thought there was a problem with the sqlite persistence module yesterday, because the logger was showing errors were coming up | 17:25 |
glew | but the same errors come up for the mysql module | 17:26 |
ezod | so when you load, assuming you're copying the sqlite db file back to where the server reads from it, is the server going to just ignore the singleplayer table? | 17:29 |
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glew | it should, the server only needs to access the other tables it makes through the persistence module | 17:33 |
glew | so the singleplayer table shouldn't interfere with that | 17:33 |
ezod | k | 17:33 |
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llnz | morning all | 20:18 |
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llnz | how is everything going? | 20:43 |
ezod | llnz: glew should be moving on the client-side part of his stuff today | 20:51 |
llnz | cool | 20:51 |
llnz | all going well, i intend to merge his work at the hack week | 20:52 |
ezod | sweet | 20:52 |
* ezod definitely can't make it now :( | 20:53 | |
ezod | but i'll be in the loop for remote work all week | 20:53 |
ezod | it's just a few specific times i need to be here | 20:54 |
ezod | so i can still spend most of my time on TP that week | 20:54 |
llnz | yeah, cool | 20:55 |
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